﻿Shader "Sbin/sf"{
    Properties{
        _MainTex ("Albedo (RGB)", 2D) = "white" {}
    }
    SubShader{
        Tags { "RenderType"="Opaque"}
        LOD 200

        CGPROGRAM
        // Physically based Standard lighting model, and enable shadows on all light types
        #pragma surface surf Lambert alpha addshdow

        // Use shader model 3.0 target, to get nicer looking lighting
        #pragma target 3.0

        sampler2D _MainTex; 

        struct Input{
            float2 uv_MainTex;
        };

        void surf (Input IN, inout SurfaceOutput o){
            fixed4 c = tex2D (_MainTex, IN.uv_MainTex);
            o.Albedo = c.rgb;
            o.Alpha = c.a;
        }
        ENDCG
    }
    // FallBack "Diffuse"
}
